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109 lines
2.8 KiB
109 lines
2.8 KiB
/*** |
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* |
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "customentity.h" |
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#include "effects.h" |
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#include "weapons.h" |
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#include "decals.h" |
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#include "func_break.h" |
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#include "shake.h" |
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#define RANDOM_SHAKE_REFIRE_MIN 8 |
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#define RANDOM_SHAKE_REFIRE_MAX 15 |
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enum |
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{ |
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SHAKE_TYPE_SMALL = 0, |
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SHAKE_TYPE_MEDIUM, |
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SHAKE_TYPE_HUGE, |
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SHAKE_TYPE_COUNT, |
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}; |
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// ========================================== |
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// Code changes for- Night at the Office: |
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// ========================================== |
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// |
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// -Entity: env_random_shake. An entity that randomly shakes |
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// the screen globally across the map, includes sounds effects. |
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// Purpose is to allow multiple shakes without the need of many |
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// entitys and triggers. The intensity of the shake is random, |
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// the duration is random and the delay between fires is also |
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// random. |
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class CRandomShake : public CShake |
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{ |
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public: |
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void Spawn(void); |
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void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); |
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void EXPORT RandomThink(void); |
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virtual int ObjectCaps(void) { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } |
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}; |
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LINK_ENTITY_TO_CLASS(env_random_shake, CRandomShake); |
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void CRandomShake::Spawn(void) |
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{ |
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CShake::Spawn(); |
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SetThink(NULL); |
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} |
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void CRandomShake::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) |
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{ |
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SetThink(&CRandomShake::RandomThink); |
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pev->nextthink = gpGlobals->time + RANDOM_FLOAT(RANDOM_SHAKE_REFIRE_MIN, RANDOM_SHAKE_REFIRE_MAX); |
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} |
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void CRandomShake::RandomThink(void) |
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{ |
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pev->nextthink = gpGlobals->time + RANDOM_FLOAT(RANDOM_SHAKE_REFIRE_MIN, RANDOM_SHAKE_REFIRE_MAX); |
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int amplitude, frequency, duration; |
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switch (RANDOM_LONG(0, SHAKE_TYPE_COUNT - 1)) |
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{ |
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default: |
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case SHAKE_TYPE_SMALL: |
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amplitude = RANDOM_LONG(2, 3); |
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frequency = RANDOM_LONG(20, 40); |
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duration = RANDOM_FLOAT(2, 4); |
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break; |
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case SHAKE_TYPE_MEDIUM: |
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amplitude = RANDOM_LONG(3, 5); |
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frequency = RANDOM_LONG(40, 80); |
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duration = RANDOM_FLOAT(4, 6); |
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break; |
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case SHAKE_TYPE_HUGE: |
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amplitude = RANDOM_LONG(5, 10); |
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frequency = RANDOM_LONG(80, 100); |
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duration = RANDOM_FLOAT(6, 8); |
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break; |
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} |
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SetAmplitude(amplitude); |
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SetFrequency(frequency); |
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SetDuration(duration); |
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UTIL_ScreenShake(pev->origin, Amplitude(), Frequency(), Duration(), 0); |
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} |